6 different diffuse textures with 6 of it's specs and 6 normals 18 textures total for the entire material? But there isn't an error in the material editor. Should that be ok? It's like a component can only have 3-4 textures painted per square anymore than that will crash.
I use headus also and noticed this awhile back. The problem seems to be headus changing the order of the referencing groups when importing/exporting the obj from max to headus. g Box01f 1/1 3/2 4/3 2/4f 5/5 6/6 8/7 7/8f 1/9 2/10 6/11 5/12f 2/13 4/14 8/15 6/16f 4/17 3/18 7/19 8/20f 3/21 1/22 5/23 7/24 g Box02f 4/3 2/4 1/1…
It's not hard to bake. Just make sure to match up the number of repetitions in the pattern of the HP, with a (multiple of) the number of segments in the LP. You've got 24 LP segments, say your Highpoly has 60 repetitions. 4*6 = 24 and 10*6 = 60. That means if you split your LP unwrap up in 6 (overlapping) parts of 4…
Ive seen the trailers for Doom 4 and Ive seen the wikipedia page on id tech 6 and I just wondered what we really know for sure about this engine? Doom 4 looks great but are they really using voxel octree rendering? It still looks like triangle based models in the screenshots so what does that even mean?…
my sleep pattern has been fucked up as of late Wake up at 6:30 for work Nap right after work at 4:30 wake at 7 for dinner sleep at 2:30ish then up again at 6:30 then today after work i slept from 4:30 till 10 pm
Here are some rough compositions I'm playing with. I think I'm leaning towards 4 or 6. Both scenes show Jinx in the middle of pillaging another viking town. 4 features Jinx vaulting over an angry group, and 6 is of Jinx leaping towards the viewer with her man-viking she's about to rape and pillage.